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| Starting a game with EA R'yleh | |
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| Tweet Topic Started: Jun 30 2016, 02:40 AM (3,820 Views) | |
| frondeur de rhodes | Jul 1 2016, 06:17 PM Post #16 |
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Chud
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You're welcome! It's a pleasure to talk about my favorite nation. The pictures should be fine now. |
| rodriguezZzZZ | |
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| Rejakor | Jul 2 2016, 10:57 AM Post #17 |
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*Spicy* Crew
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I have straight up expanded with lobos and not regretted it. And won early wars with them. They are just so cheap and you can hurl gold at them almost without limit. When they surround the edges of an enemy formation, they tend to start tearing it up due to weight of claw attacks, and as long as you win the battle, their losses are almost assured to be larger than yours (if they hold the line and have archery support/your bait folds into the mass, you can lose all your lobos for no enemy losses, they are either a win or a lose, nothing between). Shambler thralls are good, but 10 lobos are competitive with one shambler, and i'd almost only use shamblers specifically to push holes in formations or with body ethereal over lobos. Meteorite guard are good units, although you're often prod-capped by them. But I feel like successful and selective lobo use is very important for EA R'lyeh, and it's something I never see people mention. |
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| alexsa2015sa | Jul 2 2016, 11:50 AM Post #18 |
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Twiceborn Abodai
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It's EA R'lyeh, not illithids MA/LA. So no meteorites or any heavy infantry at all. And Lobo Guards are expensive to maintatin, unlike slaves... though they are definitely one of the strongest chaff units (Edit: cost-wise, as long as you don't compare them to freespawn undead). |
![]() Alexsa's Modpack v0.97 29.06.2018 Slowly, painfully porting these nations to Dominions 5; 51 done. -- Just one nation left, Zel 27.11.2017 my Dominions 4 mod nations pack - v 1.31; total of 56 nations. | |
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| athros | Jul 3 2016, 01:39 PM Post #19 |
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Ultra n00b
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And I'm dead in the first game. T'ien Chen and Formoria wiped me off of the land, and Dormant pretenders pushed me back to my capital. That Insane (10) on the Androdai's really screwed me over on land. There was a stretch of 5 turns where they were in a red box, and I couldn't do anything with any of them - even the Mind Vessel'd ones. I've been trying to find out what insanity does (other than "Might not do what the pretender wants) and it's not listed in the manual, or the mod inspector, or any of the modding manuals. At one point, I had 2 of them Heretical Preaching in a province with a Fort in it. In a couple of cases, I had all of them red boxed during a siege - I lost the province. So, does anyone have anything concrete about Insane? How often does it kick in? What actions can an Insane unit take? Does it have any effect on the Province (like Heretical Preaching - does it actually lower the Dominion in the province?)..and so on. The lack of information on it (or, my inability to find any information on it) really sucks. I made it a long way, and was running communion + a whole host of spells to burn armies down, paralyze them and so on which was fun. The Androleth's were fun as well, though the Scales I had were useless for recruiting them, and when I got to use the Androdai's they were great....when I got to use them though is the operative phrase. So, I see exactly what frondeur de rhodes was saying about Mages and spells. I'm going to give EA R'yleh another shot, this time on The Old Kingdom map. Another 6 players, 1 other Water nation, 4 Random Land Nations. |
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| Admiral_Aorta | Jul 4 2016, 02:39 AM Post #20 |
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Suddenly a troll appeared in the laboratory!
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Insanity makes commanders take random actions sometimes, iirc the number after it is a percentage chance for the commander to do that. I think someone tested insane preaching ages ago and found it didn't actually do anything, but I can't be certain of that. Insane units can become prophets too, and I can't remember if those prophets actually spread dominion or not. |
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1:01 AM Jul 11